While searching this forum for some time, I found nothing about Space Traders faction. But there is a mysterious space system "TODO: Traders Here" =) and lots of trader ships without their own headquarters and background history.

Is that faction kinda deprecated, or it should be developed?If the second point is true, I have some thoughts about it.

1) Improved Economy. Replace the supply-demand system there http://wiki.naev.org/wiki/Economy_and_Trade by production-consumption-storage system.Production and consumption speed can be measured in (tons/STP)In spoiler below trading conditions are described.

Production-consumption > 0 - planet can sell this commodity.Production-consumption > 0 and production = stored-supplies. Discount for traders.Production-consumption > 0 and stored_supplies = max_storage. Special offer! 3 tons of Ore in price of 2!!! Please, buy something!Production-consumption < 0 - planet can buy this commodity from traders to store it for internal demandsProduction-consumption < 0 and consumption = stored supplies - planet can buy this commodity from traders at lowered price. Consumers are satisfied for some time, so these goods are not so demanded right now.Production-consumption < 0 and stored_supplies = max_storage. Planet won't buy this commodity.Production - consumption = 0. Planet neither sell,nor buy this commodity.

In that case, traders are negotiating with different faction planets and create trade routes.

2) Traders don't have their own battle fleet. Instead, they hire mercenaries and bounty hunters to escort the caravans, or sign some agreements with factions.

3) Player as a trader's guild guy can.

- Be a mercenary to escort/protect cargo caravans from pirates (regular trader mission)- Cleanse the space system from pirates presence before the caravan will pass, which is hard to protect. Kinda survival-defense mission.- If honoured, he can solely fly to other systems to negotiate with faction planets on trading agreements

I think we're dealing with two separate things here, the economy and the trader faction.

About the former, the last time we had an in-depth talk about that was on Piratepad, you can see the result here. It's mainly some brainstorming with no clear result, so no decisions have really been reached on this topic.

The trader faction is a tentative plan for a faction that provides trade-oriented ships, missions and stories united by a common context, as opposed to the non-organized traders that exist in the game right now. What you describe in your post is pretty much consistent with what I had in mind. The content just hasn't been created so far.

- Old Empire's economy system. Divided by self-supplying sectors, goods delivered by affiliated couriersUninhabited unpleasant planets in old Empire attract adventurers and out-of-system men. No aggression from Emperor, only pragmatic point of view (if smth useful is found, claim the planet in the Emperor's name!).- Trading individuals from these independent colonies. Buying goods from civilians and bribing couriers. Selling ore and raw materials cheaper, than official price. Imperial fleet groups begin anti-smuggling raids(?).- The commodity turnover grows, but is unstable. Independent traders form a Union, to keep stable supply of independent worlds and avoid Empire anti-smugglers(?).- The Soromid emerge. Begin trading with Soromid, increasing the colonization speed by providing necessary materials. Obtaining some protection from Imperial raids.- Decline of the Empire. Difficulties with supplies on border systems of different factions. Union restores the connection between former sectors and has some profit. Transformation to the Traders Guild, inter-faction trading, Mendelez Group shipyard (whole or partially).